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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for JamesDaniello</title><link>http://disqus.com/by/JamesDaniello/</link><description></description><atom:link href="http://disqus.com/JamesDaniello/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Wed, 07 Aug 2013 09:27:32 -0000</lastBuildDate><item><title>Re: I&amp;#8217;ll take a new level please, extra columns. </title><link>http://philllchabbb.tumblr.com/post/57566104996#comment-991403452</link><description>&lt;p&gt;Best&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Wed, 07 Aug 2013 09:27:32 -0000</pubDate></item><item><title>Re: What is Moldering?!</title><link>http://devblog.projectmoldering.com/post/145726658#comment-731341696</link><description>&lt;p&gt;Haha, are you for real? Video games are THE highest art form. They combine all other artistic medium AND are interactive. I do hope you can see the value in providing this to other people free of charge.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Sat, 08 Dec 2012 19:28:41 -0000</pubDate></item><item><title>Re: Ropes</title><link>http://devblog.projectmoldering.com/post/19938923022#comment-479124170</link><description>&lt;p&gt;I could show them off with placeholder graphics, but I think I'll wait until until they have a texture. Sorry, bud!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Thu, 29 Mar 2012 01:35:59 -0000</pubDate></item><item><title>Re: Cutting Up Gifs into Strips</title><link>http://devblog.projectmoldering.com/post/2601153326#comment-126048831</link><description>&lt;p&gt;It will take an animated gif and lay all the images sides by side, producing a strip of images. It will also take out all the extra blank space without compromising the original animation.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Sat, 08 Jan 2011 00:53:02 -0000</pubDate></item><item><title>Re: Simple Java Android Game Loop</title><link>http://blorb.tumblr.com/post/236799414#comment-50723324</link><description>&lt;p&gt;Hey guys. The GameEngine class is pretty simple and as far as I'm aware a game can have multiple views, and doing so will allow the program to switch out UIs.&lt;br&gt;&lt;br&gt;The GameEngine class doesn't extend anything.  It has an init() method for setting up the game. Then has an update() and draw() methods. While the game's main thread is running update() and draw() are called on the GameEngine class and this is where all the game logic happens.&lt;br&gt;&lt;br&gt;The update() method in the gameEngine will update all the objects in the game. It will make the physics calls, check user input, etc.&lt;br&gt;&lt;br&gt;Separate from the update() method the gameEngine also has a draw() method which is passed the games current canvas as a parameter. All of the game objects are iterated through and drawn onto the canvas in the correct order. Keeping the update() and draw() methods separate is preferable since drawing generally takes longer and its a good idea to keep track of how long both operations take to complete. &lt;br&gt;&lt;br&gt;My GameEngine class also keeps track of key presses and screen touching commands and stores them as static variables but this isn't the only way to keep track of user input.&lt;br&gt;&lt;br&gt;Let me know if that makes sense or not. &lt;br&gt;&lt;br&gt;-James Daniello&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Mon, 17 May 2010 13:36:42 -0000</pubDate></item><item><title>Re: http://thedailywh.at/post/581610094</title><link>http://thedailywh.at/post/581610094#comment-49128875</link><description>&lt;p&gt;Love it!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Sat, 08 May 2010 21:24:05 -0000</pubDate></item><item><title>Re: http://devblog.projectmoldering.com/post/475556927</title><link>http://devblog.projectmoldering.com/post/475556927#comment-48259249</link><description>&lt;p&gt;Cool. Can't wait!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Mon, 03 May 2010 20:56:00 -0000</pubDate></item><item><title>Re: http://devblog.projectmoldering.com/post/451787738</title><link>http://devblog.projectmoldering.com/post/451787738#comment-40032049</link><description>&lt;p&gt;No problem! It was late last night so I figured I'd just leave a small update, rather than go into detail. But basically I project where the camera should be depending on which way the player is moving. So, if he's moving the right, the camera should be 100 pixels to the right of him, for example, and vice versa.&lt;/p&gt;&lt;p&gt;Depending on the where the camera actually is, it slides towards where it should be. I had a lot of problems with the acceleration and 'deceleration,' so it moves at a constant speed now, but from here it should be easier to work with. Ultimately, I want it to have a variable velocity depending on it's distance from where it should be and the ability to arrive at its target destination with a velocity of zero (I.E., it slows down as it approaches its target).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Tue, 16 Mar 2010 11:44:55 -0000</pubDate></item><item><title>Re: Site Updates</title><link>http://devblog.projectmoldering.com/post/148732553#comment-13370026</link><description>&lt;p&gt;I just checked out your game. Looks promising! I'll write a short blog post about it on my main page, maybe spread the word a little for you. Can't wait to play it!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Sun, 26 Jul 2009 22:19:27 -0000</pubDate></item><item><title>Re: Site Updates</title><link>http://devblog.projectmoldering.com/post/148732553#comment-13369753</link><description>&lt;p&gt;I was just going to ask. I'd be more than interested to check out your game. Doing so now. Keep in touch!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Sun, 26 Jul 2009 22:08:35 -0000</pubDate></item><item><title>Re: Custom Polygons as Boundaries</title><link>http://devblog.projectmoldering.com/post/135778188#comment-12187279</link><description>&lt;p&gt;Ah, interesting. Thanks for pointing that out! It's good information to know. I knew there had to be a reason. Now, I just need to remember to draw them clockwise so I don't make some maps that don't work and wonder why.&lt;/p&gt;&lt;p&gt;-James&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Mon, 06 Jul 2009 00:21:26 -0000</pubDate></item><item><title>Re: Dev Blog: Project Moldering, Here’s a short demonstration of what I’ve been...</title><link>http://devblog.projectmoldering.com/post/131133712#comment-11862379</link><description>&lt;p&gt;Huzzah!!! I love it!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Sun, 28 Jun 2009 17:51:10 -0000</pubDate></item><item><title>Re: Great game physics book not helping</title><link>http://devblog.projectmoldering.com/post/127915007#comment-11601988</link><description>&lt;p&gt;I detect collisions again during this phase. So, potentially it could, but I believe this should take care of it.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Tue, 23 Jun 2009 01:28:02 -0000</pubDate></item><item><title>Re: Dev Blog: Project Moldering, Here is a clip of some game physics we are working...</title><link>http://devblog.projectmoldering.com/post/125988742#comment-11455197</link><description>&lt;p&gt;Haha yea, we thought so too.  For some reason classical music fits the science / spacelike atmosphere of particle physics....not sure why.&lt;/p&gt;&lt;p&gt;-Zach&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Fri, 19 Jun 2009 12:59:53 -0000</pubDate></item><item><title>Re: Dev Blog: Project Moldering, Here is our first screenshot of the Alpha build. ...</title><link>http://devblog.projectmoldering.com/post/124989999#comment-11077337</link><description>&lt;p&gt;Awesome!  Thanks for the feedback already everyone. Please spread the word, we just got the site up.  Thanks&lt;/p&gt;&lt;p&gt;-Zach&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Thu, 18 Jun 2009 02:38:02 -0000</pubDate></item><item><title>Re: Dev Blog: Project Moldering, Here is our first screenshot of the Alpha build. ...</title><link>http://devblog.projectmoldering.com/post/124989999#comment-11051064</link><description>&lt;p&gt;Thanks for the comment!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Wed, 17 Jun 2009 12:58:35 -0000</pubDate></item><item><title>Re: test</title><link>http://moldering.tumblr.com/post/124799713#comment-11030317</link><description>&lt;p&gt;hahaha&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Tue, 16 Jun 2009 22:52:58 -0000</pubDate></item><item><title>Re: test</title><link>http://moldering.tumblr.com/post/124799713#comment-11030046</link><description>&lt;p&gt;Test&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MolderingDevTeam</dc:creator><pubDate>Tue, 16 Jun 2009 22:40:18 -0000</pubDate></item></channel></rss>